There are two hardfought code additions that render save and bones files incompatible
with the upstream NetHack-3.7, and that makes testing with hardfought
save and bones files more challenging than it needs to be, when
investigating and troubleshooting bug reports.
Add some unused fields to advance towards achieving save file parity with
hardfought, which is a significant source of play-testing for NetHack-3.7.
1) the elbereth field addition to u_conduct
This adds an unused placeholder field named 'hf_reserved1', at the appropriate
place in u_conduct to achieve struct field parity with the one in use on
hardfought.
2) hardfought adds a field to struct monst:
char former_rank[25]; /* for bones' ghost rank in their former life */
Instead of adding that to every monst, this adds a new mextra struct
named 'former', which currently contains the equivalent 25-character
field called 'rank' which can hold the content that was in the
former_rank[25] field. That way, the field will only be added when it
is needed.
A pull request https://github.com/k21971/NetHack37/pull/2 has been
done on hardfought to do it the same way (untested there as of yet).
Even though NetHack-3.7 does not utilize that information presently,
this will be a further step toward allowing hardfought-generated save
and bones files to be used for troubleshooting, without modification,
on a similar architecture running stock NetHack-3.7 code.
That savefile parity won't be achieved until the after the
hardfought pull-request mentioned above (or equivalent) is merged.
As this change will not be compatible with existing save and bones
files, it will be accompanied with an EDITLEVEL increment.
278 lines
15 KiB
C
278 lines
15 KiB
C
/* NetHack 3.7 mondata.h $NHDT-Date: 1703845738 2023/12/29 10:28:58 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.63 $ */
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/* Copyright (c) 1989 Mike Threepoint */
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/* NetHack may be freely redistributed. See license for details. */
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#ifndef MONDATA_H
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#define MONDATA_H
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/* The macros in here take a permonst * as an argument */
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#define monsndx(ptr) ((ptr)->pmidx)
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#define verysmall(ptr) ((ptr)->msize < MZ_SMALL)
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#define bigmonst(ptr) ((ptr)->msize >= MZ_LARGE)
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#define pm_resistance(ptr, typ) (((ptr)->mresists & (typ)) != 0)
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#define immune_poisongas(ptr) ((ptr) == &mons[PM_HEZROU] \
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|| (ptr) == &mons[PM_VROCK])
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#define is_flyer(ptr) (((ptr)->mflags1 & M1_FLY) != 0L)
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#define is_floater(ptr) ((ptr)->mlet == S_EYE || (ptr)->mlet == S_LIGHT)
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/* clinger: piercers, mimics, wumpus -- generally don't fall down holes */
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#define is_clinger(ptr) (((ptr)->mflags1 & M1_CLING) != 0L)
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#define grounded(ptr) (!is_flyer(ptr) && !is_floater(ptr) \
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&& (!is_clinger(ptr) || !has_ceiling(&u.uz)))
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#define is_swimmer(ptr) (((ptr)->mflags1 & M1_SWIM) != 0L)
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#define breathless(ptr) (((ptr)->mflags1 & M1_BREATHLESS) != 0L)
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#define amphibious(ptr) (((ptr)->mflags1 & M1_AMPHIBIOUS) != 0L)
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#define cant_drown(ptr) (is_swimmer(ptr) || amphibious(ptr) || breathless(ptr))
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#define passes_walls(ptr) (((ptr)->mflags1 & M1_WALLWALK) != 0L)
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#define amorphous(ptr) (((ptr)->mflags1 & M1_AMORPHOUS) != 0L)
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#define noncorporeal(ptr) ((ptr)->mlet == S_GHOST)
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#define tunnels(ptr) (((ptr)->mflags1 & M1_TUNNEL) != 0L)
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#define needspick(ptr) (((ptr)->mflags1 & M1_NEEDPICK) != 0L)
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/* hides_under() requires an object at the location in order to hide */
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#define hides_under(ptr) (((ptr)->mflags1 & M1_CONCEAL) != 0L)
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/* is_hider() is True for mimics but when hiding they appear as something
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else rather than become mon->mundetected, so use is_hider() with care */
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#define is_hider(ptr) (((ptr)->mflags1 & M1_HIDE) != 0L)
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/* piercers cling to the ceiling; lurkers above are hiders but they fly
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so aren't classified as clingers; unfortunately mimics are classified
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as both hiders and clingers but have nothing to do with ceilings;
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wumpuses (not wumpi :-) cling but aren't hiders */
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#define ceiling_hider(ptr) \
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(is_hider(ptr) && ((is_clinger(ptr) && (ptr)->mlet != S_MIMIC) \
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|| is_flyer(ptr))) /* lurker above */
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#define haseyes(ptr) (((ptr)->mflags1 & M1_NOEYES) == 0L)
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/* used to decide whether plural applies so no need for 'more than 2' */
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#define eyecount(ptr) \
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(!haseyes(ptr) ? 0 \
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: ((ptr) == &mons[PM_CYCLOPS] || (ptr) == &mons[PM_FLOATING_EYE]) ? 1 \
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: 2)
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#define nohands(ptr) (((ptr)->mflags1 & M1_NOHANDS) != 0L)
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#define nolimbs(ptr) (((ptr)->mflags1 & M1_NOLIMBS) == M1_NOLIMBS)
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#define notake(ptr) (((ptr)->mflags1 & M1_NOTAKE) != 0L)
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#define has_head(ptr) (((ptr)->mflags1 & M1_NOHEAD) == 0L)
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#define has_horns(ptr) (num_horns(ptr) > 0)
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#define is_whirly(ptr) \
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((ptr)->mlet == S_VORTEX || (ptr) == &mons[PM_AIR_ELEMENTAL])
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#define flaming(ptr) \
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((ptr) == &mons[PM_FIRE_VORTEX] || (ptr) == &mons[PM_FLAMING_SPHERE] \
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|| (ptr) == &mons[PM_FIRE_ELEMENTAL] || (ptr) == &mons[PM_SALAMANDER])
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#define is_silent(ptr) ((ptr)->msound == MS_SILENT)
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#define unsolid(ptr) (((ptr)->mflags1 & M1_UNSOLID) != 0L)
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#define mindless(ptr) (((ptr)->mflags1 & M1_MINDLESS) != 0L)
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#define humanoid(ptr) (((ptr)->mflags1 & M1_HUMANOID) != 0L)
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#define is_animal(ptr) (((ptr)->mflags1 & M1_ANIMAL) != 0L)
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#define slithy(ptr) (((ptr)->mflags1 & M1_SLITHY) != 0L)
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#define is_wooden(ptr) ((ptr) == &mons[PM_WOOD_GOLEM])
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#define thick_skinned(ptr) (((ptr)->mflags1 & M1_THICK_HIDE) != 0L)
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#define hug_throttles(ptr) ((ptr) == &mons[PM_ROPE_GOLEM])
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#define digests(ptr) \
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(dmgtype_fromattack((ptr), AD_DGST, AT_ENGL) != 0) /* purple w*/
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#define enfolds(ptr) \
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(dmgtype_fromattack((ptr), AD_WRAP, AT_ENGL) != 0) /* 't' */
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#define slimeproof(ptr) \
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((ptr) == &mons[PM_GREEN_SLIME] || flaming(ptr) || noncorporeal(ptr))
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#define lays_eggs(ptr) (((ptr)->mflags1 & M1_OVIPAROUS) != 0L)
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#define eggs_in_water(ptr) \
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(lays_eggs(ptr) && (ptr)->mlet == S_EEL && is_swimmer(ptr))
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#define regenerates(ptr) (((ptr)->mflags1 & M1_REGEN) != 0L)
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#define perceives(ptr) (((ptr)->mflags1 & M1_SEE_INVIS) != 0L)
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#define can_teleport(ptr) (((ptr)->mflags1 & M1_TPORT) != 0L)
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#define control_teleport(ptr) (((ptr)->mflags1 & M1_TPORT_CNTRL) != 0L)
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#define telepathic(ptr) \
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((ptr) == &mons[PM_FLOATING_EYE] || (ptr) == &mons[PM_MIND_FLAYER] \
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|| (ptr) == &mons[PM_MASTER_MIND_FLAYER])
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#define is_armed(ptr) attacktype(ptr, AT_WEAP)
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#define acidic(ptr) (((ptr)->mflags1 & M1_ACID) != 0L)
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#define poisonous(ptr) (((ptr)->mflags1 & M1_POIS) != 0L)
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#define carnivorous(ptr) (((ptr)->mflags1 & M1_CARNIVORE) != 0L)
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#define herbivorous(ptr) (((ptr)->mflags1 & M1_HERBIVORE) != 0L)
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#define metallivorous(ptr) (((ptr)->mflags1 & M1_METALLIVORE) != 0L)
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#define polyok(ptr) (((ptr)->mflags2 & M2_NOPOLY) == 0L)
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#define is_shapeshifter(ptr) (((ptr)->mflags2 & M2_SHAPESHIFTER) != 0L)
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#define is_undead(ptr) (((ptr)->mflags2 & M2_UNDEAD) != 0L)
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#define is_were(ptr) (((ptr)->mflags2 & M2_WERE) != 0L)
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#define is_elf(ptr) (((ptr)->mflags2 & M2_ELF) != 0L)
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#define is_dwarf(ptr) (((ptr)->mflags2 & M2_DWARF) != 0L)
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#define is_gnome(ptr) (((ptr)->mflags2 & M2_GNOME) != 0L)
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#define is_orc(ptr) (((ptr)->mflags2 & M2_ORC) != 0L)
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#define is_human(ptr) (((ptr)->mflags2 & M2_HUMAN) != 0L)
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#define your_race(ptr) (((ptr)->mflags2 & gu.urace.selfmask) != 0L)
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#define is_bat(ptr) \
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((ptr) == &mons[PM_BAT] || (ptr) == &mons[PM_GIANT_BAT] \
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|| (ptr) == &mons[PM_VAMPIRE_BAT])
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#define is_bird(ptr) ((ptr)->mlet == S_BAT && !is_bat(ptr))
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#define is_giant(ptr) (((ptr)->mflags2 & M2_GIANT) != 0L)
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#define is_golem(ptr) ((ptr)->mlet == S_GOLEM)
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#define is_domestic(ptr) (((ptr)->mflags2 & M2_DOMESTIC) != 0L)
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#define is_demon(ptr) (((ptr)->mflags2 & M2_DEMON) != 0L)
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#define is_mercenary(ptr) (((ptr)->mflags2 & M2_MERC) != 0L)
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#define is_male(ptr) (((ptr)->mflags2 & M2_MALE) != 0L)
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#define is_female(ptr) (((ptr)->mflags2 & M2_FEMALE) != 0L)
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#define is_neuter(ptr) (((ptr)->mflags2 & M2_NEUTER) != 0L)
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#define is_wanderer(ptr) (((ptr)->mflags2 & M2_WANDER) != 0L)
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#define always_hostile(ptr) (((ptr)->mflags2 & M2_HOSTILE) != 0L)
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#define always_peaceful(ptr) (((ptr)->mflags2 & M2_PEACEFUL) != 0L)
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#define race_hostile(ptr) (((ptr)->mflags2 & gu.urace.hatemask) != 0L)
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#define race_peaceful(ptr) (((ptr)->mflags2 & gu.urace.lovemask) != 0L)
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#define extra_nasty(ptr) (((ptr)->mflags2 & M2_NASTY) != 0L)
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#define strongmonst(ptr) (((ptr)->mflags2 & M2_STRONG) != 0L)
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#define can_breathe(ptr) attacktype(ptr, AT_BREA)
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#define cantwield(ptr) (nohands(ptr) || verysmall(ptr))
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/* Does this type of monster have multiple weapon attacks? If so,
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hero poly'd into this form can use two-weapon combat. It used
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to just check mattk[1] and assume mattk[0], which was suitable
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for mons[] at the time but somewhat fragile. This is more robust
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without going to the extreme of checking all six slots. */
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#define could_twoweap(ptr) \
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(( ((ptr)->mattk[0].aatyp == AT_WEAP) \
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+ ((ptr)->mattk[1].aatyp == AT_WEAP) \
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+ ((ptr)->mattk[2].aatyp == AT_WEAP) ) > 1)
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#define cantweararm(ptr) (breakarm(ptr) || sliparm(ptr))
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#define throws_rocks(ptr) (((ptr)->mflags2 & M2_ROCKTHROW) != 0L)
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#define type_is_pname(ptr) (((ptr)->mflags2 & M2_PNAME) != 0L)
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#define is_lord(ptr) (((ptr)->mflags2 & M2_LORD) != 0L)
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#define is_prince(ptr) (((ptr)->mflags2 & M2_PRINCE) != 0L)
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#define is_ndemon(ptr) \
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(is_demon(ptr) && (((ptr)->mflags2 & (M2_LORD | M2_PRINCE)) == 0L))
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#define is_dlord(ptr) (is_demon(ptr) && is_lord(ptr))
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#define is_dprince(ptr) (is_demon(ptr) && is_prince(ptr))
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#define is_minion(ptr) (((ptr)->mflags2 & M2_MINION) != 0L)
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#define likes_gold(ptr) (((ptr)->mflags2 & M2_GREEDY) != 0L)
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#define likes_gems(ptr) (((ptr)->mflags2 & M2_JEWELS) != 0L)
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#define likes_objs(ptr) (((ptr)->mflags2 & M2_COLLECT) != 0L || is_armed(ptr))
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#define likes_magic(ptr) (((ptr)->mflags2 & M2_MAGIC) != 0L)
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#define webmaker(ptr) \
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((ptr) == &mons[PM_CAVE_SPIDER] || (ptr) == &mons[PM_GIANT_SPIDER])
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#define is_unicorn(ptr) ((ptr)->mlet == S_UNICORN && likes_gems(ptr))
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#define is_longworm(ptr) \
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(((ptr) == &mons[PM_BABY_LONG_WORM]) || ((ptr) == &mons[PM_LONG_WORM]) \
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|| ((ptr) == &mons[PM_LONG_WORM_TAIL]))
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#define is_covetous(ptr) (((ptr)->mflags3 & M3_COVETOUS))
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#define infravision(ptr) (((ptr)->mflags3 & M3_INFRAVISION))
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#define infravisible(ptr) (((ptr)->mflags3 & M3_INFRAVISIBLE))
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#define is_displacer(ptr) (((ptr)->mflags3 & M3_DISPLACES) != 0L)
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#define is_mplayer(ptr) \
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(((ptr) >= &mons[PM_ARCHEOLOGIST]) && ((ptr) <= &mons[PM_WIZARD]))
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#define is_watch(ptr) \
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((ptr) == &mons[PM_WATCHMAN] || (ptr) == &mons[PM_WATCH_CAPTAIN])
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#define is_rider(ptr) \
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((ptr) == &mons[PM_DEATH] || (ptr) == &mons[PM_FAMINE] \
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|| (ptr) == &mons[PM_PESTILENCE])
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/* note: placeholder monsters are used for corpses of zombies and mummies;
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PM_DWARF and PM_GNOME are normal monsters, not placeholders */
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#define is_placeholder(ptr) \
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((ptr) == &mons[PM_ORC] || (ptr) == &mons[PM_GIANT] \
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|| (ptr) == &mons[PM_ELF] || (ptr) == &mons[PM_HUMAN])
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/* return TRUE if the monster tends to revive */
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#define is_reviver(ptr) (is_rider(ptr) || (ptr)->mlet == S_TROLL)
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/* monsters whose corpses and statues need special handling;
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note that high priests and the Wizard of Yendor are flagged
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as unique even though they really aren't; that's ok here */
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#define unique_corpstat(ptr) (((ptr)->geno & G_UNIQ) != 0)
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/* this returns the light's range, or 0 if none; if we add more light emitting
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monsters, we'll likely have to add a new light range field to mons[] */
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#define emits_light(ptr) \
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(((ptr)->mlet == S_LIGHT || (ptr) == &mons[PM_FLAMING_SPHERE] \
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|| (ptr) == &mons[PM_SHOCKING_SPHERE] \
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|| (ptr) == &mons[PM_BABY_GOLD_DRAGON] \
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|| (ptr) == &mons[PM_FIRE_VORTEX]) \
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? 1 \
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: ((ptr) == &mons[PM_FIRE_ELEMENTAL] \
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|| (ptr) == &mons[PM_GOLD_DRAGON]) ? 1 : 0)
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/* [Note: the light ranges above were reduced to 1 for performance,
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* otherwise screen updating on the plane of fire slowed to a crawl.
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* Note too: that was with 1990s hardware and before fumarole smoke
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* blocking line of sight was added, so might no longer be necessary.] */
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#define likes_lava(ptr) \
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(ptr == &mons[PM_FIRE_ELEMENTAL] || ptr == &mons[PM_SALAMANDER])
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#define pm_invisible(ptr) \
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((ptr) == &mons[PM_STALKER] || (ptr) == &mons[PM_BLACK_LIGHT])
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/* could probably add more */
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#define likes_fire(ptr) \
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((ptr) == &mons[PM_FIRE_VORTEX] || (ptr) == &mons[PM_FLAMING_SPHERE] \
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|| likes_lava(ptr))
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#define touch_petrifies(ptr) \
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((ptr) == &mons[PM_COCKATRICE] || (ptr) == &mons[PM_CHICKATRICE])
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/* Medusa doesn't pass touch_petrifies() but does petrify if eaten */
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#define flesh_petrifies(pm) (touch_petrifies(pm) || (pm) == &mons[PM_MEDUSA])
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/* missiles made of rocks don't harm these: xorns and earth elementals
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(but not ghosts and shades because that would impact all missile use
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and also require an exception for blessed rocks/gems/boulders) */
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#define passes_rocks(ptr) (passes_walls(ptr) && !unsolid(ptr))
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#define is_mind_flayer(ptr) \
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((ptr) == &mons[PM_MIND_FLAYER] || (ptr) == &mons[PM_MASTER_MIND_FLAYER])
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#define is_vampire(ptr) ((ptr)->mlet == S_VAMPIRE)
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#define hates_light(ptr) ((ptr) == &mons[PM_GREMLIN])
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/* used to vary a few messages */
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#define weirdnonliving(ptr) (is_golem(ptr) || (ptr)->mlet == S_VORTEX)
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#define nonliving(ptr) \
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(is_undead(ptr) || (ptr) == &mons[PM_MANES] || weirdnonliving(ptr))
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/* no corpse (ie, blank scrolls) if killed by fire; special case instakill */
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#define completelyburns(ptr) \
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((ptr) == &mons[PM_PAPER_GOLEM] || (ptr) == &mons[PM_STRAW_GOLEM])
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#define completelyrots(ptr) \
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((ptr) == &mons[PM_WOOD_GOLEM] || (ptr) == &mons[PM_LEATHER_GOLEM])
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#define completelyrusts(ptr) ((ptr) == &mons[PM_IRON_GOLEM])
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/* Used for conduct with corpses, tins, and digestion attacks */
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/* G_NOCORPSE monsters might still be swallowed as a purple worm */
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/* Maybe someday this could be in mflags... */
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#define vegan(ptr) \
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((ptr)->mlet == S_BLOB || (ptr)->mlet == S_JELLY \
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|| (ptr)->mlet == S_FUNGUS || (ptr)->mlet == S_VORTEX \
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|| (ptr)->mlet == S_LIGHT \
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|| ((ptr)->mlet == S_ELEMENTAL && (ptr) != &mons[PM_STALKER]) \
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|| ((ptr)->mlet == S_GOLEM && (ptr) != &mons[PM_FLESH_GOLEM] \
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&& (ptr) != &mons[PM_LEATHER_GOLEM]) || noncorporeal(ptr))
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#define vegetarian(ptr) \
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(vegan(ptr) \
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|| ((ptr)->mlet == S_PUDDING && (ptr) != &mons[PM_BLACK_PUDDING]))
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#define corpse_eater(ptr) \
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(ptr == &mons[PM_PURPLE_WORM] \
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|| ptr == &mons[PM_BABY_PURPLE_WORM] \
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|| ptr == &mons[PM_GHOUL] \
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|| ptr == &mons[PM_PIRANHA])
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/* monkeys are tamable via bananas but not pacifiable via food,
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otherwise their theft attack could be nullified too easily;
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dogs and cats can be tamed by anything they like to eat and are
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pacified by any other food;
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horses can be tamed by always-veggy food or lichen corpses but
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not tamed or pacified by other corpses or tins of veggy critters */
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#define befriend_with_obj(ptr, obj) \
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(((ptr) == &mons[PM_MONKEY] || (ptr) == &mons[PM_APE]) \
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? (obj)->otyp == BANANA \
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: (is_domestic(ptr) && (obj)->oclass == FOOD_CLASS \
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&& ((ptr)->mlet != S_UNICORN \
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|| objects[(obj)->otyp].oc_material == VEGGY \
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|| ((obj)->otyp == CORPSE && (obj)->corpsenm == PM_LICHEN))))
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/* is_bones_monster() is currently only used by hardfought livelog,
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* but is included as part of savefile field compatibility adjustments.
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*/
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#define is_bones_monster(ptr) \
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((ptr) == &mons[PM_GHOST] || (ptr) == &mons[PM_GHOUL] \
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|| (ptr) == &mons[PM_VAMPIRE] || (ptr) == &mons[PM_WRAITH] \
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|| (ptr) == &mons[PM_GREEN_SLIME] || (ptr)->mlet == S_MUMMY)
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#ifdef PMNAME_MACROS
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#define pmname(ptr,g) ((((g) == MALE || (g) == FEMALE) && (ptr)->pmnames[g]) \
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? (ptr)->pmnames[g] : (ptr)->pmnames[NEUTRAL])
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#endif
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#define monsym(ptr) (def_monsyms[(int) (ptr)->mlet].sym)
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#endif /* MONDATA_H */
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